L L4D2node

CTerrorPlayer::TrackedSoundType::operator==

0x009ac110 · 18 bytes · __thiscall

_ZNK13CTerrorPlayer16TrackedSoundTypeeqERKS0_

Decompiled

undefined (2 params)

/* CTerrorPlayer::TrackedSoundType::TEMPNAMEPLACEHOLDERVALUE(CTerrorPlayer::TrackedSoundType const&)
   const */

undefined4 __thiscall
CTerrorPlayer::TrackedSoundType::operator==(TrackedSoundType *this,TrackedSoundType *param_1)

{
  return CONCAT31((int3)((uint)*(int *)param_1 >> 8),*(int *)this == *(int *)param_1);
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)